Description
Meltdown is a fairly large Singleplayer campaign with plenty of scripting. It contains large open outside areas mostly covered with ice and snow, but also rather narrow pathways and caves in the lower levels, which mainly consist of volcanic rock and lava. The buildings are kept in a medieval style, which also defines when the story is taking place.
The gameplay is oriented to classic arena shooters like quake, but also has elements from other games. Aside from shooting up monsters the map also contains some jumping puzzles, same as some intended trickjumps for speedrunners and such (If you're doing really good the script might even comment on it, hehe). You shouldn't have any problems with finding enough ammo since i placed plenty of it, because for me there is nothing worse than having to use my pistol.

If you notice any bugs, get stuck, or have any suggestions please leave a comment so I can fix/improve it. If you really want to help me with the optimization and balancing it would be awesome if you would record your really first playthrough and send it to me, since that would show me how it works for players not having played it 100 times and knowing every corner (so don't feel ashamed if u die a lot, it's my fault!).

Storyline
Last night monsters broke into your mates house and stole their gold. One of them saw them running up the hill and entering the abandoned church. None of the locals dare to go in there, but they offer you half of their gold, if you manage to get it back. You decide to take the challenge, but what you find is worse than expected...

Timelapse Video
I recorded a timelapse video in 2fps FullHD with the ingame recorder, which has later been speeded up x15 to 30fps. It covers the creation of all the geometry, texturing and lighting until version 1.0 of the map. I did not record the moster placing and scripting, as it required endless playtesting, what isn't very interesting to watch. The video is five and a half hours long and I obviously don't expect anyone to watch the whole video, but I had to uplaod it as it was there and you might find one or the other part interesting. :) Would be nice if you leave a coment on YouTube too, but that's up to you of course!

Changelog

Week 1:
- Layouted terrain
- Layouted and detailed church

Week 2:
- Finished church
- Layouted some rooms below the church
- Started to smooth out terrain

Week 3:
- Detailed one room below the church
- Smoothed out more terrain, mainly inside the cave
- Made a few props to paste later on

Week 4:
~ On holiday ~

Week 5:
- Smoothed out more terrain inside the cave
- Layouted and made a few mountains behind the cave

Week 6:
- Smoothed out more snow terrain
- Layouted and made more mountains

Week 7:
~ On holiday ~

Week 8:
- Made many more mountains
- Connected mountains with each other, the cave and flat terrain parts
- Set up the mapmodel config

Week 9:
- Made few more mountains
- Built a third lava fall into the cave
- Connected many individual areas

Week 10:
- Added a waterfall to one side of the river
- Finished the inner part of the cave
- Built a wooden elevator

Week 11:
- Finished the snow terrain geometry
- Blendbrushed the outside area
- Lit the inner part of the cave
- Made a house at the spawn area
- Redid inner part of the church

Week 12:
- Detailed and lit several rooms
- Built doors and trapdoors into the arenas
- Layouted the finale

Skur,your map is the best on this challenge. Thank you for you work and your time.
Will be later i will write more about this map but at this moment i don't have time for it.
But at this moment i can just say that i enjoy you your map and very like it :)

I got stuck in the 2 parts when it says "lets fight" i dont know what to do or where to go
also in the 2 "lets fight parts" i dont see any monster falling down from the door in the ceiling
sometime is just 1 or 2

Those two parts are arenas, where you have to kill several waves of enemys to proceed. You unlock the first wave by entering the arena, the second one by killing the first one and the third one by entering the ammo+quad chamber, which is being unlocked once you killed the second wave.

I fixed a little bug, which let you enter the arena without triggering the first wave, but I'm not sure if that's what caused your problem, since that was only in the first arena and you already heard the "Let's fight", which is triggered by the same trigger. I could also not reproduce the error of only few monsters falling down from the ceiling, but that could eventually happen if you entered editmode while in sp without resetting the script and walking through the right triggers before entering the arena again.

Another possible cause of the problem could be a script using clearsleep or something like that, so if you are running any scripts/mods that might affect the maps script I recommend disabling them.

Aside from that I can't help you much, since I, as I already said, can't reproduce the error and other people made it through the map without problems already too. I'd be glad if you could try to play the map again after the little patch I made and maybe give a little more detailed information about what excactly happened. For example if there were some or no monsters at all falling out or if you heard the sound the _first_ time you entered the arena (before going into edit mode).

There! I discovered it, when walking backwards shooting at the monsters in front of the church.

Besides that I'd like to say, that this map is awesome. There are some minor texture and architecture issues, which can easily be fixed. Plus the lightning could be tweaked a little bit: There are a lot of lights without sources e.g. What about adding a last stage/level, where you have to bring back the gold to the house? 8/10 so far. Good work.
---Rabe's Map Storage

Thanks for showing me, fixed it. :) I was in a bit of a hurry when lighting, because of the deadline, but there will definitely be improvements in future updates. If you have suggestions about certain areas please let me know. >_> IRC

Wow, this map brought me back to singleplayer mode.
The visuals are fantastic and the gameplay is pretty nice.
It is not to easy and not to hard.
The length was also quite good and the atmosphere was just fantastic.
I also haven´t noticed any bugs, so I think that 10 points would be good for this awesome content !

As I could only think what this map is missing (and what isn't nentioned yet) is some more details outside (like trees and such, maybe even a textureblended path to the church?).
The trim on the side face of the bridge across the water could be noclipped and maybe some small secret inside the water?
About secrets (like a healthboost or so); haven't found any so far...

You could have taken a different dudv-map to let the water really flow away (unlike the odd default flow) and tweak the caustics a bit (as in size and speed).

This participation turned out to deliver an excellent map which has my vote for being 1st of the 4 participations that made it till the end (unless crun shows off an even more exciting piece of art).

I did experiment with multiple tree models, but I ended up removing all, because just none of them really fit into the map. I also had a textureblended path from the house to the bridge, but I kinda prefered the look of the untouched snowy surface over a "worn off" one. (I'd have to blendbrush a lot more if I add a path, because just one pathline would IMO be to much contrast beside the untouched rest of the snow.)

You are right about the noclipping on the bridge, I guess I missed that. Thanks for reporting.

I also thought about putting something under the waterfall, but I decided against it, because the river is supposed to be some kind of penalty for falling off the bridge (you have to swim all the way back to the beach), but a little more forgiving than death/lava, since it's right at the start of the map. :) But it's true that my map still really lacks secrets (there currently only are two hidden healthboosts). I will be adding some soon and I already have a few good sports in mind, but if you have any ideas for a good secret pleaselet me know. :D

Also, what about some more decoration at the house? It's just standing all alone right now with no shed or outside entrance to a cellar. Not even a fence or so. I miss animals as well (which I also gave you with those NPCs).

Edit:
Bugs Bunny just walked through the map once more and found the next bugs/suggestions;

I just thought of another idea; what about "leaving" footprints inside the snow? I know this sounds like a mad idea, but in theory this could be done by taking a bump-map and specular map that display some footprints. As specular light isn't changing along the view of the camera (due the reason that specular light is "guided" by the bump-map), it should always appear from the same direction.
Because you are navigating outside in a U-shape, rotating the bumpmap (rotate:4 or rotate:5) could change the direction of the specular light (or just use flipnormalmapy when it's a 24-bit TGA-file).
Perhaps something to experiment with...

Of course the best way would be a decal that fades away (which happens to specular light too quickly actually), but that's not an option, sadly.

This is the absolute winner of the contest an my number #1.
I really enjoyed the gameplay part with its outside area and the arenas inside and that not just one time. :p From my point the visuals are great and support your feelings while the playthrough verry well. -And another 10 point for the quad voting from me.

In terms of the sp mapping contest, absolutely the winner. #1!
Others have already commented on possible improvements, and I don't have much to add. I like that you've used elements from the rpg features in the map, namely the npc's with textboxes at the start.
9/10 because it could be slightly improved. Also, going into a tunnel on the way to the church, I got stuck on geometry and couldn't move or unstick myself.

Bumpity-Bump! v1.2 is up! In this update I tried to fix all bugs that have been mentioned and I also added another little secret. Thanks to Suicizer, crun, rabe and everone else who commented for your feedback, suggestions and help to improve my map! There will probably one more update, which will be the final release, adding maybe even more secret stuff and some light improvements :)

I also wanted to let you know that I'm wokring on the timelapse video and that it will be out soon. I'm just having trouble with the large filesizes and it's length (I recorded 85 hours of editing), so there will be, aside from the uncut version, which is more than 5 hours long, also a shorter edit (~15 mins) of the most interesting parts, that people can actually watch to the end.

Finally managed to upload this huge timelapse video! It's five and a half hours long and I obviously don't expect anyone to watch the whole video, but I had to uplaod it as it was there and you might find one or the other part interesting. :) Would be nice if you leave a coment on YouTube too, but that's up to you of course!

Perhaps you could have dropped certain scenes out of it (like creating specific arches and such). It feels like it's going way too fast to actually follow what steps you take. Perhaps just specific pieces of the map would give a better result. Seeing frames where you start up Sauerbraten once again isn't really helpful as well.
Nice timelaps though.

I guess you aren't familiar with the command editmat? By using editmat air empty, all cubes which only contain material yet no geometry will be cleared to just air while selected cubes which do contain geometry won't. Although you should watch out for different gridsizes, it saves up a lot of time to get a way cleaner map.

P.S.
For the new beings which probably are going to ask how to change the colour of the outline, try outlinecolour (default 0 0 0).

You can turn the speed down to x0.5 or x0.25 in the youtube player if you want to look at a specific scene. I'm also planning to make a shorter edit soon, I just have to pick some interesting parts, but haven't even watched it to the end myself ^^